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ONLY

HOPE!

tated

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5 Lady In Evening Wear

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9 Adventurer ~n S h ~ p Dress with Hand Computer 9 Female C ~ t ~ z e n w ~ t h Auto Pistol 10 Adventuress ~n S h ~ p Dress w i t h Snub P~stol 10 Bus~ness Man wlth Hand Computer 11 Adventurer ~n Shtp Dress wuth Snub Ptstol 1 1 Receptton8st w l t h Commun~cator 12 Adventurer ~n Survlval Dressw~th Advanced Combat R ~ f l e 12 Colonlst wlth Assault Rifle 13 Adventurer tn Survjval Dress w l t h Auto P~stol 13 Female Colon~st wnth Body P~stol 14 Adventuress ~n Survlval Dress w ~ t h Assault Rifle 14 Con A r t ~ s t wlth Su~tcase 15 U t ~ l i t y D r ~ o d w ~ t h Work Arms 15 ThugIBouncer w ~ t h Auto P~stol 16 Soc~al D r o ~ d (StewardIL~brary Funct~ons) 16 ThugIBouncer w ~ t h Shotgun

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COMING SOON: The new 3rd Edition Citadel Catalogue, featuring all the new ranges for 1982.

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(9)

EDITOR: Ian Livingstone

DEPARTMENTAL EDITORS: Albie Fiore

Jamie Thomson. Bob McWilliams

PRODUCTION ARTISTS: Mary Common

Liz Lindars

FEATURES

COVER: Terry Oakes

ILLUSTRATION: Kevin Bulmer, Ian McCaig,

Emmanuel, Russ Nicholson

PHOTOGRAPHY: Liz Lindars

TYPESETTING: Mary Common

ADVERTISING MANAGER: Clive Bailey

The Magic Jar

PUBLISHED by: Games Workshop Ltd

Andy Slack

10

Converting characters from one RPG t o another

All correspondance should be addressed t o

White Dwarf, 27/29 Sunbeam Road, London

Operation Counterstrike

NWlO 6JP.

Marcus

L

Ro wlar~d

1

8

An interplanetary

AD&D scenario

R

ole-playing games now cover a

multitude of themes

-

fantasy,

science fiction, wild west, sam-

urai, pirates, gangsters, secret agents,

and even rabbits. What themes could

possibly be covered in future re-

leases by the manufacturers? Any-

body

ti

ke t o hazard a guess? Or even

better, suggest a theme that they

feel should be covered by a role-

playing game.

We will print the most popular

suggestions next issue.

On Target

A

Traveller hit location system

Stephen Cook

22

Games Day

'81

Ian Livingstone

28

A pictorial report

DEPARTMENTS

Starbase

edited by Bob McWilliams

12

Sorry!

-

a

Traveller min i-scenario

Open Box

A look at some new games by independent reviewers

Character Conjuring

edited by Jamie Thomson

16

War Smiths

-

a new fighter sub-class

Letters

24

Readersl'views, questions and comments

Treasure Chest

edited by Jamie Thomson

25

A

miscellany of magic items

Fiend Factory

edited by Albie Fiore

26

Out of the Woods

-

a collection of fiends from the forest

News

What's happening in science fiction and fantasy gaming

Clubs, Help! and Classified

Readers' information section

SUBSCRIPTIONS: Please send and make remit- tance payable t o : Games Workshop Ltd, 27/29 Sunbeam Rd, London NWlO 6JP. Tel 01-965 3713. White Dwarf is published bi-monthly. Annual subscription rates are: UK

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(10)

THE

MAGIC

JAR

by Andy Slack

The object of this article is t o help games masters to convert characters from one role-playing system to another.

This is often done, for one of the following reasons: changing the rules, for example a D&D DM wishing to run his world using

C&S or RuneQuest; incorporating favourite characters or mon-

sters from another system; or using a second game system to form 'another Plane', for eaxample the D&D DM using Boot Hill or Gamma World as an alternative setting which his players can enter by gates, astral travel, etc.

This article contains tables, which for each commonly used type and number of dice gives the percentage chance of rolling less than or equal t o each number. This can be thought of as the equivalent roll on ld100, if that had been used instead of, say, 3d6. These can be used to convert a character's charact- eristics (aka attributes, abilities, prime requisites) and skills/

level, as shown in the examples following the tables. Magic items, spells, and psionic abilities are best converted by comparing descriptions in the two sets of rules concerned, and picking the nearest thing to what the character can currently do. I f there is no equivalent, new rules must bewritten. You must use discretion in deciding which characteristic in the old system equates to which in the new.

You should keep copies of the original characters in their original system so that they can be changed back for that system

Table 1. 2d6 Die Roll 2 Table 2. 3d6 Die Roll Table 2a. 3d6+ld100 Dice Roll P(%) 16 98.1 5 17 99.54 18(01-50) 99.77 18(51-75) 99.89 18(76-90) 99.95 18(91-99) 99.99 18(100) 100.00 Table 3.4d6 Dice Roll P(%) 4 0.08 5 0.39 Table 4. 3dA (Note: A is used here to denote an average

[2-3-3-4-4-51 die, as

opposed t o a normal

[ I -2-3-4-5-61 die.)

Die Roll PI%)

6 0.46 7 3.24 Table 5. ld20 Die Roll 1 Table 5a. ld20+ld20 Dice Roll PI%)

Table 6. 2d10 Dice Roll 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Table 6a. 2dIO+ld20 Dice Roll PP%) 18 97.00 19 99.00 20(1-12) 99.60 20(13-16) 99.80 20(17-19) 99.95 20(20) 100.00 Table 7. ld100 No table is included for Id100 t o conserve

space; for Id100 rolls,

the dice roll is equal t o the P(%) value.

or t o be reconverted to another system t o avoid cumulative errors. EXAMPLES

1. En Garde! t o Advanced Dungeons & Dragons

Andre Vallon has a strength of 13, a constitution of 13, and consequently an endurance of 169. His expertise with his fav- ourite weapon, the cutlass, i s 14. By dint of some not entirely

legal operations he has acquired a social status of 15.

Examining En Garde! we find that strength, constitution and expertise are diced on 3d6. This will make the conversion fairly easy, since D&D also uses 3d6. Thus Monsieur Vallon's strength and constitution remain unchanged. We note that his social status serves roughly the same function as D&D charisma, and since it has a range not far removed from the 3-18 required, we decree that his charisma is now 15. Finally for the charact- eristics, we decide that experise with the weapons of the period

is largely a matter of dexterity since little armour isworn, though we would be on safer ground had he preferred the rapier; thus his dexterity becomes 14. This leaves us with his intelligence and wisdom to dice up from scratch.

Now, what of his class and level? Class first; Andre i s ob- viously some kind of fighting man. His social background argues against him being a paladin (too honest) or a ranger (too unciv- ilised), so we make him a fighter.

As to his level, that requires some thought. Expertise affects the speed of his fighting in En Garde! but attack is a matter of writing orders, not rolling dice. We decide arbitrarily that the closest thing to this in D&D will be his hit probability, since it

looks like the easiest way out. Looking at the 3d6 table, we see that 14 i s equivalent to 90.74%. D&D uses 5% increments since combat is by Id20 rolls, so we'll call this 90%. Further, most of Andre's opponents will not have worn much in the way of armour, so let's say he is accustomed to striking at AC 10. So, we declare him to have a 90% chance of a hit against AC 10. Now, this means there is a 10% chance (100-90) that he does not hit, which on the Id20 table i s a roll of 1 or 2 (since 10% i s

the chance of rolling a 2 or less on ld20). So our man hits AC 10 if he rolls 3 or higher. We decree that the closest thing to a cut- lass in AD&D i s a broadsword; this has a +2 adjustment against AC 10, so without his broadsword on the combat tables Andre really needs a 5 to hit AC 10. Looking a t the DMG tables, since there is no 5 to hit AC 10 by a fighter, he could be either 5th- 6th (a 6 t o hit) or 7th-8th (a 4 to hit). Let's try another angle.

A 0th level fighter hits on an 11 or higher. Therefore he misses on a 10 or less against AC 10. Since the chance of rolling 10 or less on Id20 i s 50% (from the table) the chance of a hit is (100-50) = 50%. Andre has, we recall, a 90% chance; this is a 40% bonus. Ah, but 10% of that was due to the weapon, so it's really only a 30% bonus.

In rising from 0th to 10th level, a fighter's hit prob rises from 50% (1 1) to 95% (2 to hit). A bonus of 45% over 10 levels; so on average about 5% per level. 30%/5% = 6, so we can call Mon- sieur Vallon a 6th level fighter. This is as far asthe figures can take

it, so the rest, as they say, i s left as an exercise for the student. 2. Spacequest to Traveller

'Handbrake' Palmerston i s a spacer, whose family are city-level merchants. He has the following characteristics: Physical power 12, coordination 14, speed 18, vitality 8, psi 10, 10 15,empathy 4. He has many skills, but for illustrative purposes we will con- sider only Astrogation, Contact Xenology, and Hand Blaster. Astrogation i s a skill which a Spacequest character either has or doesn't have; Contact Xenology 'Handbrake' has learnt to 84% in a desperate attempt to counter his abysmal empathy, and in case that doesn't work he has Hand Blaster -3. Due t o abilities and experience he has acquired a +3 spacer bonus.

The obvious equivalent career for this character is the Mer- chants. His age is not really important in either system, so we will ignore it. Physical power equates to strength; a figure of 12

(11)

translates to a P(%) of 74.07 on 3d6. The closest thing on 2d6 is 72.22, which gives a strength of 8. Dexterity in Spacequest i s split into two forms, coordination and speed. So we will take the average of their values and convert that. (14

+

18)/2 = 16, which on 3d6 has a P(%) of 98.15. The closest P(%) on 2d6 is 97.22, yielding a dexterity of 11. Vitality equates t o endurance, and by the same method an 8 becomes a 5. 10 15 becomes int- elligence 11. Empathy does not translate, but we can see that 'Handbrake' i s not going t o be a cheerful or friendly character. Psi we can use as psionic strength; 10 becomes a 7, and i s then reduced to 6 because there i s always a DM of at least -1 on human psionic strength in Traveller. We'll be generous and ignore aging, but note that for each four years of play under

Traveller rules the psi strength will drop by one unless 'Hand-

brake' gets himself trained.

We also need an education. We know Palmerston has been t o the space academy, which we assume t o be about as common and tough as a university course, and that he graduated t o enter the game. We happen t o know that about 8% of the population in real life go to college, and about 3% graduate, so he must have 'rolled' a P(%) of 97 for his education (100-3), which gives him education 11.

The last characteristic is social standing; we decide arbitrarily that a chap whose family run an entire city must have a t least

10 for this. So his UPP i s 8B5BBA.

The closest thing t o Contact Xenology for a Traveller Merchant would be Streetwise skill. Ignoring penalties for that atrocious empathy, Palmerston has an 84% chance of success. To succeed in Spacequest he rolls under this on ld100; t o succeed in Trav-

eller he'll roll some number or higher on 2d6. Streetwise adds

+I per level t o a base 8+ for success.

An 84% chance of success means a (100

-

84) = 16% chance of failure. So on 2d6, i f he rolls 4 or less (from Table 1, P(%) for 4 i s 16.67) he fails. Therefore on a 5+ he succeeds.Therefore his skill level i s (8

-

5) = 3. So Contact Xenology 84% has be- come Streetwise-3.

Astrogation covers Pilot and Navigation, so we will assign equal levels in each, each half the spacer bonus since Astrogation

i s a skill either known or not known, with no stated bonus. The

spacer bonus is +3; since Palmerston i s established from earlier play as a character who is a better pilot than navigator, we give him Pilot-2 and Navigation-I, rather than Pilot-1% and Navig-1%.

We finally decree that Hand Blaster3 is equivalent t o Auto Pistol-3.

3. AD&D t o C&S

Let us consider the D&D fighter Axe, who has 18(100) strength,

4 intelligence, 12 charisma, constitution 14, wisdom 7, and dex- terity 10. He i s 8th level, and has acquired a set of +I plate mail and a +3 axe, which he uses two-handed. We will need tables 2, 2a, and 5.

First, that amazing strength. This i s the highest possible in one system, so it must be the highest possible in.the other: 20(20). The intelligence of 4 on 3d6 has a P(%) of 1.85, clearly a 1 on' Id20 [5 or lower P(%)]. Wisdom 7 has a P(%) of 16.20, which translates t o a 3 in C&S. This would reduce Axe's intelligence,

but it i s already the lowest possible. Dexterity 10 is still a dex-

terity 10, since it has a P(%) of 50.00 in both systems. Con- stitution 14 has a P(%) of 90.74, so it becomes an 18, easily enough t o support a 20(20) strength. Charisma i s diced in D&D, calculated in C&S; we assume that this is the equivalent of C&S appearance and bardic voice, so since a charisma of 12 hasa P(%) of 74.07, we will allow Axe bardic voice and appearance both equal t o 15.

Since C&S is an environment of greater hostility than D&D, we'll allow him t o keep his +I plate and +3 axe. The plate will in any case be a mixed blessing as people will assume anyone in that much armour must be worth a fair ransom

.

.

.

Now t o his level. An 8th level fighter requires a 4 on Id20 to hit an AC 10 opponent; from the standard 0th level 11 t o hit, this i s a bonus of (1 1

-

4) x 5% or 35%. From Axe's new characteristics, we can determine his, base PCF, which will give us his % bonus, and from the amount by which we had t o in- crease his PCF we can deduce his level as a C&S fighting man. Another exercise for the interested student.

4. Spacefarers t o Traveller

A fairly easy conversion; since skills are either known or not- known, we will translate each one as an equivalent level-I skill. Combat ability covers strength, dexterity, and endurance; initiative covers dexterity and intelligence. Education and social standing are diced from scratch.

Consider a character of combat ability 15 and initiative 12. 15 on 3d6 has a P(%) of 95.37; this i s I I on 2d6, so we award our character 11 strength and endurance. 12 on 3d6 becomes 8 on 2d6, so his intelligence becomes 8. Since dexterity is affected by both, we take the average figure of (1 5

+

12)/2 = 13.5, which rounds t o 14; P(%) = 90.74 which is 10 on 2d6.

The character is a Trained Soldier.and has Jet Pack skill. From the description of Trained Soldier, we see that a basic

Traveller character already fills the specification due t o his

expertise-% in all weapons. The closest thing t o Jet Pack skill in

Traveller i s probably VaccSuit,since it subsumes the use of space- suit rocket packs. So the character i s awarded Vacc Suit-1..

(12)
(13)
(14)

OPEN B O X

I n Open Box, Science Fiction and Fantasy games and rulebookscurrently in the shops are reviewed by independent authorities.

TSR Hobbies Inc.

f

8.50

This i s the latest offering from TSR, the fifth weighty tome in the AD&D range. It is essentially a second Monster Manual with the intention of 'extending the range of creatures available for AD&D and to collect all the newcomers in one volume for easy reference', which it certainly does, covering over 150 new 'things'.

The Fiend Folio format i s identical to that of the MM, clearly and succinctly defining the various specifications and abilities of the monsters. Similarly, it i s excellently presented, in a nicely illus- trated, durable, hardback cover, and a well produced interior, with i t s contents accompanied by high quality drawings. In fact, it's better than the MM in this respect.

The main difference i s that the MM was solely a TSRIUSA product whilst the bulk of FF monsters come from British contributors, who are all acknowledged in the index. Indeed, many of the contents come from White Dwarf's t i e n d Factory files, about a fifth of which have already cropped up in White Dwarf as far back as Issue 2. The illustrations are mostly Brit- ish, some of which have also appeared in WD.

Certain niches and corners of the MM are filled out by the Fiend Folio, like the giant bat, which seems an obvious choice for D&D, the death dog (rumoured to be a descendant of Cerberus), the demon queen of spiders (which often appears in fantasy literature), a new devil, the elemental princes of evil, and the Drow, who figure prominently in a num- ber of TSR dungeon modules.

The FF contains a very good selection of original ideas, sometimes revolting, like the penanggallon, a strictly feminine vam-

pire, trailing steaming and vile smelling viscera as its head hunts for victims at night. Some are especially inspiring, like the caterwaul, such an agile and vicious predator that it can attack several times a

round and avoid almost everything players will try to hit it with; the death knight, a kind of evil'paladin; the revenant, re- turning from the dead through will power alone to wreak revenge on i t s slayer, and skeleton warriors, beings similar to Tolkein's ringwraiths.

Also included in the Fiend Folio are random encounter tables for dungeons, outdoors and the Astral and Ethereal

Planes. These combine MM and FF crea-

tures to give new encounter tables super- seding those in the DMG, but to be used in the same way. Thus the Fiend Folio slips nicely into place as a MonsterManual

extension.

For those DMs and players who are jaded with the usual AD&D monsters this

is a must for new, easy reference material.

For those who don't possess tlre MM, the

FF often refers you to this work but,

whilst advantageous, it is not essential to own it.

Overall: 8 Jamie Thomson

lCBr/l

Mayfair Games Inc -

£3.95

ICBM i s an educational but dangerous game. I t i s easy to play; the rules are laid out precisely and clearly, and it only needs a single read-through to master. Perhaps

as a result it i s rather simplistic: all you do i s activate the missiles, direct them to- wards their targets, take potshots a t enemy missiles with your ABMs, and watch the pretty fireworks. After the first couple of rounds it becomes merely routine, al- though the game isn't long enough to be- come boring. The most fun is setting up the missile bases before the game proper starts. In fact, there are really only four important things to think about: placing of missile-bases, order of activation, placing of ABMs, and allocation of ABM rounds. Most of this takes place before the playing really starts; after that the rules more or less take over, as if the play-

ers were just helping the game to play itself.

More interesting than the game itself

are i t s implications. In one game the US

player won a 'decisive victory' - even though all of his cities had been wiped out several times over! This i s the educat- ional side - it shows just how devastating nuclear war would be (as if we don't al- ready know!) As for the game playing it-

self, with players as spectators - perhaps that's not so far off the truth, either.

But the game has political overtones, too

-

and these are the dangerous part. An American game aimed a t Americans, it tends to suggest that the nuclear force of the US i s not strong enough. One tends to feel that the game is weighted in favour of the USSR: for example, the Russians have more missiles, some of which have greater range and power than those of the US. An optional rule allows the Russians to activate fourteen missiles in the first round to the Us's twelve; the USSR

always has the edge on the number of

missiles that can be activated. Another optional rule -which the designers admit has not been playtested - gives the USSR twenty ABM rounds to start with, while the US receives only two; as if this isn't enough, the USSR also gets to start.

This may or may not be realistic. As a game it is unsatisfactory: claiming victory i s academic when your country has been wiped out. And for US buyers it may well have the effect of endorsing Reagan's arms build-up, encouraging players unknowing- ly t o support escalation.

Overall: 4 Michael Polling

THE LEY SECTOR

Judges Guild - £

3.50

The Ley Sector is an area of space in the

Traveller universe to trailing ofthe Imperial

core.

The package consists of a 32 page guide- book, and a 25 x 18" map of the sector

as a whole; this can prove useful during a game, as flicking through endless pages of subsectors is frustrating when you're try- ing to find the nearest Jump route from Kzimus to Famarine in a hurry! The map defines spatial boundaries, Jump routes, and X-boat routes. One thing missing from the map is the names of the worlds in question; you have to go back to the guide book to find out what the name of the planet you've misjumped to is. The large star map i s useful but requires in- timate knowledge of the area, or at least Streetwise-5 to find your way around.

The reverse of the map pictures eight geodesic maps of key planets in the sector, one error I noticed here was that the tech level was missing from the characteristic strings printed underneath. A paragraph of information is also given for each planet. The guidebook contains details of the 16 subsectors and their world character- istics, and also historical library data.

(15)

d

O P E N B O X

'.-

across). I f it were not for this system I

could not recommend the booklet t o ex- pert Traveller players, but this movement system is a rules addition that has long been required, and should have been in the basic rules set. The adventure is how- ever a good one for novice Traveller play- ers and referees, and is one of the few capable of being played solitaire without advanced schizophrenia being necessary.

Library Data (A-M) i s cleared for play- ers as well as referees use; the material is deliberately chosen so as not t o give away any information which might compromise the referees' moderation of official GDW adventures. The avowed intention i s t o provide and promote a consistent under- standing of the official GDW Traveller campaign ethos.

Information i s in the form of both normal library data entries and a series o f

i

essays on specific subjects: the basis of the

1

lmperium and its neighbours; the Solo-

mani; Megacorporations; the Emperors List. A standard map of the lmperium i s also included. Much of this material has

rather bland encounter tables which appeared before in various Traveller pub-

stretch a little too thinly over 41 1 worlds! lications, though some of it i s new: I found

They would be suitable for one world at the piece on Megacorporations of the

the most. lmperium t o be most interesting.

The Ley Sector is useful t o those We are promised that Supplement 10

people wishing t o expand the known will complete Library Data by providing

Imperium, but the standard o f Judges entries for N-Z plus further essays: it is

Guild has dropped despite less typos. disappointing that the two could not have

Overall: 6 T D Graver been issued simultaneously especially as

some entries are cross-referenced t o items in the second volume. Nevertheless, this is an i m ~ o r t a n t reference work for all

UNDEAD

Steve Jackson Games -

f

2.50

This minigame i s produced in a low cost format, and has a correspondingly low

price tag. It comes packaged in a reseal-

able polythene bag containing the rules, a thin card counter sheet and a large sheet of glossy paper which comprises the maps and ready reference sheet. I n all not a particularly hard wearing game.

It is based on the novel Dracula by

Bram Stoker and represents the hunt for the Count through the London of the 1890's by Professor van Helsing and his companions. Undead i s very much a game of detection and deception rather than being combat orientated. Combat does, however, occur and the results are crucial

t o the outcome of the qame, although - .

,,4AROONEDIMAROONED

ALONE

Traveller 'players and referees who use the the actual time spent resolving combat

official Travellercampaign asabackground is small compared t o the time taken up

(Traveller Double Adventure

4)

for their adventures. by the deadly game of hide and seek that

Game Designers' Workshop -.

f

2.50 As t o the overall feelings on these goes on around them.

LIBRARY D A T A (A-M)

booklets, I do not think they reach the This is really a game which needs an

(Traveller Supplement 8)

high standard GDW themselves have set in umpire and although a two player game i s

Game Designers' Workshop -

f

1.95 earlier works. It may be that this is inevit- quite enjoyable it is definitely at i t s best

able as the volume o f material grows. For with three or more players. When more

Two further booklets have recently been less experienced Traveller players these than two players are involved one takes

released for the Traveller game system. booklets are.of much more use - indeed the role of the villainous Count, a second

Both are 48 pages long in the standard A5 Marooned/Marooned Alone would make acts as GM and the remainder play the

Traveller format. Neither is a wholly new an excellent first adventure purchase, and vampire hunters. The game uses an alter-

departure in Traveller play aids - both Library Data collects together material native movement system which i s admir-

continue existing series of material for they probably do not have in another ably suited t o i t s subject; the vampire and

referees and players (Supplement 8) and form. I have therefore provided two rat- his minions moving by night and the hun-

for referees only (Double Adventure

4).

ings t o reflect these comments. ters by day. The rules are well written

Marooned/Marooned Alone deals with MaroonedfMarooned Alone and clearly explained with plenty of ex-

the attempt t o reach civilization after Overall: Novice 10, Expert 9 amples illustrating the method of play.

landing a crippled lifeboat in the midst of Library Data (A-M) The combat system i s very simple, fast

a vast wilderness area. This basic plot is Overall: Novice 9, Expert 7 and flowing, but for some reason uses a

complicated by a number o f other con- Bob McWilliams square, rather than the more usual rect-

siderations, which also suggest directions , angular grid t o regulate movement.

in which the situation may be developed The quality of the artwork is good -

further. I should make it quite clear that the map o f London, circa 1890, being

this i s not a double adventure in the usual particularly attractive and the counters

sense, with two distinct situations. The are clearly and brightly printed.

'double' part of the title refers t o two '. On the whole this is quite an enjoyable

different methods of using the same mat- game, probably best played with a num-

erial with a party of adventurers in one ber of people and also quite good value

form and a solitary player-character in for money. I t s main drawbacks are that

the other. play can seem a little slow at times and

The main innovation is - at last - t h e certain aspects of the rules require a lot

inclusion of rules and relevantexplanations of imaginative creation on the part of the

for surface movement expressed in terms GM (although this does not affect play-

of the portion of a hex moved in a week ability).

(16)

C H A R A C T E R C O N J U R I N G

R

SMITHS

by Roger

E Moore

A subclass of the fighter, with special manufacturing and spell capabilities.

War smiths are the makers of armour, shields, and weapons of war, as well as locks, tools, and other useful items. Theyworship the gods who oversee inventiveness and craftsmanship, and hold holy the creative power of fire as represented by the forge. The hammer is their symbol of power and skill; it is used as a holy symbol and material component in many of their spells, and is

used with great effectiveness on the battlefield.

Only humans, dwarves, and gnomes may become war smiths. Dwarves may progress t o 9th level and gnomes t o 6th level pro- viding they have strengths of 18; dwarves with strengths of 17+ may go t o 8th level, and dwarves and gnomes of lesser strengths can achieve a maximum of 7th and 5th level, respectively. Humans may progress without limit. This class cannot be mixed with any other character class by non-humans, but dwarf and gnome war smithlclerics can, at the DM'S option, be used as player characters. Humans can, however, s t a r t as war smiths and later switch to a second class (excluding the fighter class and sub- classes) or switch t o the war smith class from an initial non-fighter class. Most often humans will combine the war smith class with the magic-user or clerical classes, in order to manufacture their own magical items.

Those desiring to become war smiths must have a strength and constitution of 14+, wisdom of 12+, and an intelligence and dexterity of 9+. I f strength, wisdom, and constitution scores equal or exceed 16, that character gains a + l o % bonus on earned experience. War smiths are usually Neutral, but may be Neutral Good, Neutral Evil, Lawful Neutral, or Chaotic Neutral. War smiths gain constitution bonuses as per the fighter class.

Skills and Abilities

War smiths are highly skilled metal-workers, familiarwith leather- working, carpentry, and tailoring. This background makes the war smith exceptionally competent at smithy-work, armour-craft, and weapon making. Given the proper tools, work facilities, and a minimum amount of aid from one or two unskilled assistants, a war smith can make any type of armour, shields, or helmets in the times noted on p29 in the Dungeon Masters Guide. Dwarven war smiths are able to make any of the listed armours twice as fast as humans, and gnomish war smiths are one and a half times as fast as humans.

Weapons are created by war smiths at the rates listed on p30 and p34 of the Dungeon Masters Guide, provided the proper materials, tools, and work areas are available. No other assistance

i s needed in weapon-making. War smiths make scabbards and

sheaths at the same time they make weapons. Dwarves make listed weapons in one-third of the time a human can and gnomes make them in half the time a human can (the manufacturing times listed in the DMG are all human times).

As war smiths increase in levels, the quality of their manu- factured items increases as well. From 6th level onwards, they can make items capable of magical enchantment, taking twice as long t o do so. At.lOth level, a war smith may manufacture items of such quality that armour and shields work like +I armour and +I shields in all respects, and weapons become +I t o hit and damage. To make these items, the war smith must take five times

as long as normal, and must use iron and steel of the highest grade. Notice that a +I sword created in this way would still not harm lycanthropes or gargoyles, as it is not magical. At 15th level and above, war smiths can manufacture non-magical armour, shields, and weapons of +2 quality, though this takes ten times as long as normal t o do.

From the 2nd level onward, war smiths are able t o manu- facture locks of various sorts. D4+1 days are normally required to make a lock, depending upon complexity and purpose. A

lock may be constructed as part of a door, wall, window, or chest, or as a separate item. Extra time may be spent working on a lock, making it harder t o be picked without the proper key. Far each level over the 2nd, a war smith may work an extra day .in this manner on a lock. Each day of extra labour subtracts 5% from the chance t o pick that lock. Magical spells and items that open locks (like knock and the Chime o f Opening) will function in any case as the lock is not magically protected. For example, a 5th level war smith decides t o fashion a new lock for his strongbox. This work would normally take (here the d4+1 is generated) 2 days, but he doesn't like thieves so he spends 3 days more t o further refine and complicate the locking mech- anism. This produces a -15% penalty on a thief's lockpicking ability. War smiths themselves, from their familiarity with lock- making, can pick locks from the 2nd level up as a thief one level below them in ability. This ability is also subject t o penalties for locks made by other war smiths. All appropriate racial and dex- terity bonuses for picking locks as outlined in the Players Hand-

book apply t o war smiths.

War smiths of the 5th level and above have a chance of ident- ifying magical armour, shields, and weapons. This identification process takes 6-36 turns (1-6 hours) of uninterrupted study per item. A t 5th level there i s a 5% chance of correctly identifying a magical item; this chance improves 5% per level thereafter until 95% accuracy ( a t 23rd level) i s reached. Note that this score

must be rolled by the DM, and if the war smith fails t o correctly

identify an item, assume a 20% chance of falsely identifying an item, and an 80% chance of coming t o no conclusion about the item at all. Only one attempt may be made t o identify an item. Magical scrolls, rings, potions, wands, staves, rods, artifacts, and miscellaneous magic items cannot be identified by war smiths. Weapons, Combat and Armour

War smiths are initially proficient with two weapons. Though they are able t o use any sort of weapon, one of the weapons learned at 1st level must be a warhammer. An additional weapon i s gained with every three levels of experience (at the 4th, 7th, loth, etc). The non-proficiency penalty for using a weapon is -2 t o hit. They attack and save using the fighter's tables. Oil may be used as a weapon, but only evil war smiths will use poison.

Because they use it so frequently in metalworking, war smiths gain a +I bonus t o hit with the warhammer for every four levels of experience they have; 1st through 4th levels have a +I bonus to hit, 5th through 8th levels have a +2, and so on.

From the 1st t o 7th levels, war smiths attack once per round. War smiths of 8th through 14th levels attack three times every two rounds, and from the 15th level up may attack twice per round. These attacks apply only to thrusting or striking weapons. Against opponents with less than one hit dice, they attack once per round per level of experieince they have.

Armour and shields are used as per fighters. However, a war smith may only cast spells while wearing leather armour or none at all but certain spells will improve armour class.

War smiths may use magical items as per fighters. Deities

A war smith's deity may be at most one alignment step removed from the war smith; for example, a Lawful Neutral war smith could worship a Lawful Good, Lawful Evil, Lawful Neutral, or Neutral deity only. Should there be a change of alignment, he or she becomes a normal fighter in all respects, though with a war smith's hit dice if the change occured after the 4th level. A return t o war smith status i s possible if the new alignment allows, or if the former alignment i s achieved again, but a quest and a considerable sacrifice will be involved.

Spells

War smiths are able to cast spells that they receive from daily prayer t o their deities as a cleric would. War smiths receive their first spells a t 5th level and gain more and more powerful spells a t higher levels. Bonuses in the form of extra spells are given t o war smiths with exceptional wisdom, as per the Players Hand-

book, p l I.

(17)

but all should be similar in philosophy to those listed and be of reasonable power. No spells higher than 5th level may be learned or developed.

SPELL TABLE 1st Level

Affect normal fires ( M ) Armour I

Cure burns Detect magic (Dl

*

Protection from normal fire

2nd Level Armour I1 Flame arrow ( M )

*

Heat metal (Dl

*

Produce flame ( D )

*

Resist fire (C)

*

3rd Level Armour 111 Firehammer Flameblade

Protection from fire (D)

*

4th Level Armour I V Fire charm ( M )

*

Produce fire (D)

*

5th Level Armour extension Flame strike (C) * Wall of fire ( D )

*

Spells similar to those in the Players Handbook are followed by

a letter; (C) is clerical, (Dj i s druidic, and (M) is magic-user. Those spells marked by an asterisk (*) have been altered so that only the war smith's hammer need by used as a material com- ponent which will not be destroyed in casting the spells. Armour I (Alteration)

Range: Touch Components: V, S Duration: 3 turns/level Casting Time: I round

Area of Effect: Person touched Saving Throw: None

This spell confers AC6 on the recipient. This will not work in conjunction with the wearing of any armour other than padded or leather, or magical armour of any sort, including leather. However, rings of protection and the like (excluding bracers of defense) and dexterity bonuses will function.

Cure Burns (Necromantic)

Range: Touch Components: V, S, M Duration: Permanent Casting Time: 4 segments

Area of Effect: Person touched Saving Throw: None

This spell i s similar to the clerical spell cure light wounds, but will only cure wounds caused by fire, steam, or high temper- atures. Wounds made by fire based magic may be cured. Cure

burns restores 1-8 hit points. This spell cannot be reversed. For each level above the I s t , one extra point of damage may be cured; thus at 8th level, a war smith may cure ld8+7 points of burn injuries with this spell.

Protection from Normal Fire (Abjuration)

Range: Touch Components: V, S, M Duration: I turn +I turn/level Casting Time: 3 segments

Area of Effect: Person touched Saving Throw: None

The recipient will be able t o work comfortably in temperatures up to the boiling point of water, and if exposed to open flame will take only one point of damage per round if the flame does less than or equal t o 6 points per round. Half damage will be taken from exposure t o hotter fires. This spell affords no pro- tection from magical fires.

Armour II (Alteration)

As armour I in all respects, except that it protects as AC4. Armour Ill (Alteration)

As armour I in all respects, except that it protects as AC2. Armour I V (Alteration)

As armour 1 in all respects, except that i t protects as ACO. Firehammer (Conjuration/Summoning)

Range: Touch Components: V, S, M Duration : 4- 10 rounds, + I Casting Time: 4 segments

round/level (or less)

Area of Effect: Hammertouched Saving Throw: None

When cast upon a hammer, flames will radiate in a 3"-6" diameter from the hammerhead, giving off light equal to a clerical light spell. The wielder of the hammer, who must have been holding the hammer at the moment it was touched by the spell-caster will not. be affected by the flames and hislher possessions carried at the time, will similarly be immune. The hammer will do an extra 1-4 points of fire damage in combat and gains a bonus of +I t o hit, in addition t o any magical plusses the hammer may

have. The hammer may be thrown but will lose the firehammer enchantment one round after leaving the user's hand. Magical or normal hammers will not be harmed in any way by this spell. Flameblade (ConjurationISummoning)

Range: Touch Components: V, S, M Duration: 2-5 rounds, +I Casting Time: 4 segments

roundh'evel

Area of Effect: Weapon touched Saving Throw: None

This spell confers the bonuses to hit and damage as a Flame-

tongue sword possesses, upon a non-magical sword, scimitar, or dagger. The weapon will not be harmed by use of this spell. The weapon will shed light equal to a normal torch.

Armour Extension (Alteration)

Range: 0 Components: V, S, M

Duration: Special Casting Time: 4 segments

Area of Effect: Special Saving Throw: None

This spell, when cast immediately after one of the armour spells, will double the duration of that spell if it was applied to the war smith only.

SPELLS USABLE BY CLASS AND LEVEL Spell Level

War smith Level 1 2 3 4 5

5 I - - - - 13 4 4 2 2 - 6 2 -

- - -

14 4 4 3 3 - 7 2 1 - - - 15 4 4 3 3 1 8 2 2 - - - 16 4 4 4 3 2 9 2 2 1 - - 17 4 4 4 4 3 10 3 2 1

- -

18 5 4 4 4 4 11 3 2 2 1 - 19 5 5 5 4 4 12 4 3 2 1 - 20, 5 5 5 5 5

*

Maximum spell ability level.

WAR SMITHS (FIGHTER) TABLE Experience Level Hit Dice Title

0-2250 1 Id10 Blacksmith 2251 -4500 2 2d10 Locksmith 4501 -9000 3 3d10 Ironworker 9001-18000 4 4d10 Toolmaster 18001 -36000 5 4d 10+l d8 Flamemaster 36001 -75000 6 4d 10+2d8 Craftsman 75001 -1 50000 7 4d 1 0+3d8 Forger 150001 -300000 8 4d 1 0+4d8 Deviser 30000 1-600000 9 4d 10+5d8 Art if icer 600001 -900000 10 4d 10+6d8 War Smith 900001-1 200000 1 1 4d10+6d8+2 War Smith ( I lt h level) 1200001-1500000 12 4d10+6d8+4 War Smith (1 2th level) 300000 experience points per level thereafter. War smiths gain 2HP per level after the 10th.

Henchmen and Hirelings

Hirelings may be taken on by a war smith of any level, though they will not hire armourers, smiths, weapon-makers, and the like. Henchmen may be taken on at any level, with theexclusion of assassins, bards, and monks. Other war smiths may be taken on as henchmen, and may assist in the making of weapons and armour. War smiths do not norr,ially establish castles preferring to take service at existing castles, unless adventuring.

References

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